Post by Deleted on Dec 5, 2014 5:02:45 GMT
Name : Alexander Rominoff
Player: Night Fox
Chronicle : Birmingham by Night
Nature : Rogue
Demeanor : Masochist
Clan: Gangrel
Sire (His whereabouts is unknown, presumably dead. More info in bio to come.)
Generation : 10th
Haven : He owns an old abandoned Church outside of the industrial district. (Domain in Background)
Concept : Loner/Rebel/ Social Pariah
Attributes
Physical
Strength : 4
Dexterity: 3
Stamina : 4
Social
Charisma: 2
Manipulation : 1
Appearance: 3
Mental
Perception : 3
Intelligence : 2
Wits :3
Abilities:
Talents
Acting : 0
Alertness : 2
Athletics : 2
Brawl : 2
Dodge: 3
Empathy 2
Expression : 0
Intimidation:2
Leadership: 0
Streetwise: 0
subterfuge: 0
Skills
Animal Ken:2
Crafts: 0
Drive : 0
Firearms : 0
Larceny : 0
Melee: 1
Music: 0
Performance: 0
Stealth:2
Survival: 3
Knowledge
Academics: 0
Computer: 0
Finance: 0
Investigation:2
Law: 0
Linguistics: 2
Medicine : 0
Occult: 0
Politics: 0
Science : 0
Technology: 0
Disciplines:
Animalism 1
Fortitude 3
Protean 4
Celerity 1
Animalism Level 1
Feral Whispers- This power is the basis from which all other Animalism abilities grow. The vampire creates an empathic connection with a beast, thereby allowing him to communicate or issue simple commands. The Kindred locks eyes with the animal, transmitting his desires through sheer force of will. Although it isn't necessary to actually "speak" in chirps, hisses, or barks, some vampires find that doing so helps strengthen the connection with the animal. Eye contact must be maintained the entire time; if it's broken, the Kindred must re-establish contact to continue communication. The simpler the creature, the more difficult it becomes to connect with the animal's Beast. Mammals, predatory birds, and larger reptiles are relatively easy to communicate with. Insects, invertebrates, and most fish are just too simple to connect with. Feral Whispers provides no guarantees that an animal will want to deal with the vampire, nor does it ensure that the animal will pursue any requests the vampire makes of it. Still, it does at least make the creature better disposed toward the Kindred. The manner in which the vampire presents his desires to the animal often depends on the type of creature. A Kindred can often bully smaller beasts into heeding commands, but he's better off couching orders for large predators as requests. If the vampire successfully uses the power, the animal performs the command to the best of its ability and intellect. Only the very brightest creatures understand truly complex directives (orders dealing with conditional situations or requiring abstract logic). Commands that the animal does understand remain deeply implanted, however, and guide its behavior for some time.
System: No roll is necessary to talk with an animal, but the character must establish eye contact first. Issuing commands requires a Manipulation + Animal Ken roll. The difficulty depends on the creature: Predatory mammals (wolves, cats, vampire bats) are difficulty 6, other mammals and predatory birds (rats, owls) are difficulty 7, and other birds and reptiles (pigeons, snakes) are difficulty 8. This difficulty is reduced by one if the character speaks to the animal in its "native tongue," and can be adjusted further by circumstances and roleplaying skill (we highly recommend that all communication between characters and animals be roleplayed). The number of successes the player achieves dictates how strongly the character's command affects the animal. One success is sufficient to have a cat follow an individual and lead the character to the same location, three successes are enough to have a raven spy on a target for weeks, and five successes ensure that a grizzly ferociously guards the entrance to the character's wilderness haven for some months. The character's Nature plays a large part in how he approaches these conversations. The character might try intimidating, teasing, cajoling, or rationalizing. The player should understand that he does not simply play his character in these situations, but the Beast Within as well. Using this power cannot force an animal to do something against its nature, or to force a creature to risk its life. While the aforementioned grizzly would stand guard to the vampire's haven and even fight for it, it would not do so against obviously superior numbers or something overwhelmingly supernatural. A predatory bird might be convinced to harry a target, but would definitely not hold ground. A docile dog or skittish cat would have no problem with reporting something it had seen, but it wouldn't enter combat unless given no other option -- though it would likely agree to stand and fight and then flee at the first opportunity, if a harsh Kindred demanded it.
Fortitude Level 3
Although all vampires have an unnatural constitution that make them much sturdier than mortals, Fortitude bestows a resilience that would make an action movie hero envious. Vampires with this Discipline can shrug off agonizing trauma and make the most bone-shattering impact look like a flesh wound. The power even offers protection against the traditional banes of vampires, such as sunlight and fire, and the Gangrel, Ravnos, and Ventrue all find that edge incredibly useful.
System: A character's rating in Fortitude adds to his Stamina for the purposes of soaking normal damage (bashing and lethal). A character with this Discipline may also use his dots in Fortitude to soak aggravated damage, though Kindred cannot normally soak things like vampire bites, werewolf claws, magical effects, fire, sunlight, or massive physical trauma.
Elder vampires progress in Fortitude in the same way as Celerity. They can increase their basic mastery of the Discipline or to take an alternate power such as one of those detailed below.
Protean Level 4
[ 1 ] Eyes Of The Beast
The vampire sees perfectly well in pitch darkness, not requiring a light source to notice details in even the darkest basement or cave. The vampire's Beast is evident in his red glowing eyes, a sight sure to disturb most mortals.
System: The character must declare his desire to call forth the Eyes. No roll is necessary, but the change requires a full turn to complete. While manifesting the Eyes, the character suffers a +1 difficulty to all Social rolls with mortals unless he takes steps to shield his eyes (sunglasses are the simplest solution). (A vampire without this power who is immersed in total darkness suffers blind-fighting penalties).
[ 2 ] Feral Claws
The vampire's nails transform into long, bestial claws. These talons are wickedly sharp, able to rend flesh with ease and even carve stone and metal with little trouble. The Beast is prominent in the claws as well, making them fearsome weapons against other immortals. It's rumored that some Gangrel have modified this power to change their vampiric fangs into vicious tusks.
System: The claws grow automatically in response to the character's desire, and can grow from both hands and feet. The transformation requires the expenditure of a blood point, takes a single turn to complete, and lasts for a scene. The character attacks normally in combat, but the claws inflict Strength + 1 aggravated damage. Other supernaturals cannot normally soak this damage, although a power such as Fortitude may be used. Additionally, the difficulties of all climbing rolls are reduced by two.
[ 3 ] Earth Meld
One of the most prized powers within Protean, Earth Meld enables the vampire to become one with the earth. The immortal literally sinks into the bare ground, transmuting his substance to bond with the earth. Though a vampire can immerse himself fully into the ground, he cannot move around within it. Further, it is impossible to meld into earth through another substance. Wood slats, blacktop, even artificial turf blocks Earth Meld's effectiveness -- then again, it's a relatively simple matter for a vampire at this level of power to grow claws and rip apart enough of the flooring to expose the raw soil beneath. By interring himself in the ground, the vampire gains full protection from daylight when outdoors. It is also the method of choice for those Kindred who wish to sleep away the centuries; these vampires lock themselves in the earth's embrace, gaining strength and power as they rest. Superstitious and paranoid Kindred whisper that thousands of Ancients sleep within the ground and will awaken when Gehenna arrives. While so interred, the vampire is in a transitional state between flesh and earth. His physical presence exists between the physical world and the astral plane. As such, the vampire is difficult to sense, even through supernatural means. However, a disruption to the soil that the immortal occupies, or to his presence on the astral realm, returns him immediately to the physical world (and to full wakefulness), showering dirt outward as his body displaces the soil.
System: No roll is necessary, although the character must spend a blood point. Sinking into the earth is automatic and takes a turn to complete. The character falls into a state one step above torpor during this time, sensing his surroundings only distantly. The player must make a Humanity or Path roll (difficulty 6) for the character to rouse himself in response to danger prior to his desired time of emergence. Since the character is in an in-between state, any attempts to locate him (catching his scent, scanning for his aura, traveling astrally, and so on) are made at +2 difficulty. Astral individuals cannot affect the vampire directly, instead meeting with a kind of spongy resistance as their hands pass through him. Similarly, digging in the material world encounters incredibly hard-packed earth, virtually as dense as stone. Attempts at violence upon the submerged vampire from either side return him to his physical nature, expelling the soil with which he bonded in a blinding spray (all Perception-based rolls are at +2 difficulty for the turn). The character himself subtracts two from his initiative for the first turn after his restoration, due to momentary disorientation. Once expelled from the earth, the vampire may act normally.
[ 4 ] Shape Of The Beast
This endows the vampire with the legendary ability to transform into a wolf or bat. A Kindred changed in this way is a particularly imposing representative of the animal kingdom. Indeed, he is far superior to normal animals, even ones possessed by Subsume the Spirit. He retains his own psyche and temperament, but can still call upon the abilities of the beast form -- increased senses for the wolf and flight for the bat. Gangrel are reputed to change to other animal forms better suited to their environment -- jackals in Africa, dholes in Asia, and even enormous rats in urban environments -- a feat that other Clans learning Protean cannot seem to duplicate.
System: The character spends one blood point to assume the desired shape. The transformation requires three turns to complete (spending additional blood points reduces the time of transformation by one turn per point spent, to a minimum of one). The vampire remains in his beast form until the next dawn, unless he wishes to change back sooner. While in the animal's shape, the vampire can use any Discipline he possesses except Necromancy, Serpentis, Thaumaturgy, or Vicissitude (as well as any others the Storyteller deems unavailable). Furthermore, each form gives the character the abilities of that creature. In wolf form, the vampire's teeth and claws inflict Strength + 1 aggravated damage, he can run at double speed, and the difficulties of all Perception rolls are reduced by two. In bat form, the vampire's Strength is reduced to 1, but he can fly at speeds of up to 20 miles per hour, difficulties for all hearing-based Perception rolls are reduced by three, and attacks made against him are at +2 difficulty due to his small size. The Storyteller may allow Gangrel to assume a different animal shape, but should establish the natural abilities it grants the character.
Celerity Level 1
Not all vampires are slow, meticulous creatures. When needed, some vampires can move fast -- really fast. Celerity allows Assamites, Brujah, and Toreadors to move with astonishing swiftness, becoming practically a blur. The Assamites use their speed in conjunction with stealth to strike quickly and viciously from the shadows before they are noticed. Brujah, on the other hand, simply like the edge that the power gives them against overwhelming odds. The Toreador are more inclined to use Celerity to provide an air of unnatural grace to live performances or for an extra push to complete a masterpiece on time, but they can be as quick to draw blood as any assassin or punk when angered.
System: Each point of Celerity adds one die to every Dexterity-related dice roll. In addition, the player can spend one blood point to take an extra action up to the number of dots he has in Celerity at the beginning of the relevant turn; this expenditure can go beyond her normal Generation maximum. Any dots used for extra actions, however, are no longer available for Dexterity-related rolls during that turn. These additional actions must be physical (e.g., the vampire cannot use a mental Discipline like Dominate multiple times in one turn), and extra actions occur at the end of the turn (the vampire's regular action still takes place per her initiative roll).
Normally, a character without Celerity must divide their dice if she wants to take multiple actions in a single turn. A character using Celerity performs his extra actions (including full movement) without penalty, gaining a full dice pool for each separate action. Extra actions gained through Celerity may not in turn be split into multiple actions, however.
Usually, elders progress in Celerity according to the existing progression – more dots mean more dice andpotential actions a turn that are available, and levels 6 through 9 have those powers available at each level, as normal. Similar to other Disciplines at level 6 or higher, though, alternative powers exist. If the elder wants to purchase an alternative power instead of the typical progression, she can, but she forfeits the capacity an extra Dexterity die and potential for an extra action to gain the special power instead. She can go back later and purchase the "normal" dot of Celerity later, as desired.
Note that it isn't possible to "skip" levels of progression for the normal Discipline – an elder with Celerity 7 that buys Projective at level 6 needs to go back and buy the normal level 6 power before getting the access to his level 7 power that grants the capacity for up to seven Dexterity dice or actions in a turn.
Backgrounds
Generations 3
Age 2
Title: 2 (scourge)
Contacts 3
Domain 2
Resources 3
Status 2 (Ancillae)
Virtues
Conscience : 2
Self- control : 2
Courage : 3
Path of the Feral Heart : = 2
Willpower = 8 (knocked off for points spent from freebies in abilites: Stealth, Empathy, Athletics, Investigation)
Blood pool: 13
Merits:
Iron Will-(3) When you are determined and your mind is set, nothing can thwart you from your goals. Characters using Dementation, Dominate, or any other mind-altering magic, spell, or Thaumaturgy path against your character are at +3 difficulty. Elder levels of powers like Dementation and Dominate may overwhelm even this resistance. Against Level Six powers, the expenditure of a Willpower point through Iron Will only raises the difficulty of the Discipline roll by two. Against Level Seven powers, the difficulty is increased by only one. Level Eight and higher powers cannot be resisted with Iron Will. This Merit does not affect Presence or other powers dealing with the emotions. Characters will Willpower scores below 8 cannot take this Merit.
Acute Sense-(1) Smell. One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. This Merit can be combined with the Discipline of Auspex to produce superhuman sensory acuity.
Language (1)-English (Originally speaks Russian)You know a language in addition to your native one. You can take this Merit multiple times, each reflecting a different language.
Flaws :
Impatient -(1)You have no patience for standing around and waiting. You want to do things now -- fuck those slowpokes trying to hold you back. Every time you are forced to wait around instead of acting, a Self-Control roll is required to see if you go tearing off on your own instead.
Unconvinced(1)You fail to see the need for the core ideologies of your Sect or Clan, and have gone on record as saying so. Taking your stand has made you suspect in the eyes of your superiors, and may have attracted the attention of your enemies as well.
(Freebie points left out of a potential 70 ( 55 for Elder status and 15 for starter=0)
Paths
Path of the feral Heart-
Virtues: Conscience (Harmony) or Conviction (Feral Heart) and Instinct (Both)
Basic Beliefs
Vampires are the ultimate hunters -- immortal and invulnerable. The Beast Within is merely the expression of the predator's instinct. To deny one's atavistic impulses is to go against the dictates of nature, or so this Path's followers believe. A vampire can only survive by adhering to her inner character and accepting the monstrous drives that accompany the unliving state. Though the Beasts do not revel in their predations, neither do they avoid them. By learning to accept the role of hunter, thereby acknowledging the proper role of the unliving, a vampire becomes like an animal: feral, predatory, but ultimately in her proper place.
A follower of this Path feels that the Beast is a natural part of being a vampire and that its needs must be satiated. Still, the vampire is intelligent, and a cunning hunter is a more effective one. Therefore, it is important to strike a balance between Beast and Man -- the feral cunning and vicious instincts of the vampire are excellent survival tools, tempered by the reasoning and insight of the mind. By satiating the Beast's urges from time to time, the vampire ironically gains a greater degree of personal control.
Vampires on the Path of the Feral Heart (sometimes called the Path of the Beast) have little use for the trappings of civilization or education. Modern transportation and weaponry is unnecessary, for the unliving form provides the necessary tools to stalk and kill. Subterfuge and politics are trivial concerns; politicking does not bring blood to one's throat. Vampires are made to hunt and kill, and the followers of this Path excel at both.
In past nights, the Path of the Feral Heart was known as the Path of Harmony, espousing a strong connection to nature and to the predatory characteristics of individual vampires. Although a Harmonist feels no remorse for doing what he must do by nature (hunting, feeding, and killing) he tempers these actions with an understanding of his place in the natural world. As a result, Harmonists espouse the virtues of Conscience, rather than Conviction.
Ethics Of The Path
Survival is your first concern.
Politics or technology simply get in the way of the hunt.
Learn to strike a balance with your Beast. Engage in the brutal actions necessary to survive, but retain your intelligence and cunning.
The "natural world" is an illusion. All things must live according to their forms, and even civilization is natural because it is the form of humanity.
Although fire can kill you, you must master your fear so that you can kill those who would use it against you.
Whether running alone or with a pack, your loyalties must be absolute. You have no time for shifting allegiances.
Biography
History generally tells a tale,woving the thread and fabric of society and how an individual is raised and brought up to believe what is moral and just in their eyes.None other then the Father of Child psychology, Sigmund Freud, stoutly believed in these ideals. Culture shock exists, the idea that the enviroment can heavily weigh upon the outcome of our youth and their beliefs can be proven time and time again. This story, for this such individual, begans long before he was ever born. Russias independence, the economy that was stuck in eternal strife over conflicts with bordering nations, the change of power and leadership with no real goal of any positive future for Russia, left its nations people wondering if there ever would be an end to their conflict. Dreams and hope, that was all the people were left to cling to in a nation whithered by the cold harsh climates and lack of better shelter and food. You had to fend for yourself to survive, many citizens of Russia resorted to thiefdom to avoid starvation, taking what they could from locale venders and stores, petty crime rate was high, the lack of decent law enforment lead Alexander I to establish a tyrannical form of government where the cities were patrolled by soldiers and no one felt safe at all from the outstretches of the government. Alexander Rominoff, was born to a poor family that lived in the southern outskirts of Moscows slums on September 23rd, in the year of our Lord , 1801.
His family continued to struggle making ends meet, this was of course, during the time of the great industrialization era, where many factories were expanding around countries world wide, in hope for a labor cost that would boom the economy of many nations. His father worked at a local steel mill, which at the time were helping in building weapons and various other supplies for Russias great military power. In the year 1812, not long had his family began to get a name for themselves before the news of Napoleans vast army reached the borders of Moscow, the home to many struggling natives. Fire lit up the sky as Alexander the First ordered his men to burn down the homes and business of outlying neighborhoods, one of which included the Rominoff home. This night, still a vivid reminder to Alexander, that not even your own form of government can be trusted, a first of many nights that would turn this old soul into a weary individual who held little trust for any form of higharchy. The soldiers burst into their homes, rendering through the rooms, gathering all the furniture they could use for fuel, as they prepared to burn their home to the ground. All he could remember from this eventful day were the screams and cries of his people, his own father carted out into the streets, brushed aside by the panic of other citizens, having lost hold of his mothers hand, he was nearly trampled to death, as he was pushed out into the city square. The sounds of gunfire illuminated the streets, blood curtling screams coming to a hault as the rampid fire continued to insue. He remembered seeing his mother and father struck to the ground by their own soldiers, and shot, to buy them time to flee for their own lives, as they continued to assault Napoleans army. He managed to scurry into one of the many alleways, seeking shelter beneath the entrance to a vast storm drain and remained there the rest of the night. The following morning he would be awoken to the smell of burned flesh and decay, the life around the outlying parts of Moscow, now, lifeless. A child bearly older then the age of 11, nearly on his 12 birthday, he was left to fend for himself as the structure of Moscow was restored, living of the streets being a petty handler, doing errands for others, just so he could manage to get buy.
In his late teens to early twenties, Russia declared a country wide draft. At the time he was living in a half way house, finally knowing what it was like to be alive once more, now,thrust into combat to serve the Russian Army as they entered their second war against Persia in their fight for control of Georgia and its outlying regions. He had developed into a bitter man, his trust and allegion only to a few. The war dragged on for months, spanning across the frozen tundra , winter was again upon them as cases of frost bite and pnuemonia started to ravage the 68th infantry unit he was a part of. They managed to take control of a hillside, gaining what appeared to be at the time higher ground and the advantage against the Persians. What little did they know, they were being flanked from the east, behind them, placing them in a tactical disadvantage as they were now pinchered between two units of Persian soldiers. It would turn out to be one of the bloodiest battles during the war, one of which many had lost their very lives, Alexander was struck from behind by a .308 round to his side, collapsing down the steep hillside, he lost control of himself as he plummetted to the bottom far below. Hours later he would find himself disoriented, gathering his rifle, he would climb to his feet, lost and no where to go he would press on. Hours seem to pass as the storm began to thicken, hypothermia taking its toll on his body, along with the fatal gunshot wound, the last thing he could remember is what appeared to be a vision of another man or figure approaching him from a nearby cave, just before he collapsed to the ground again. Hours later he awoke inside the cave, welcomed by the warm flickering heat that embraced his pale skin. His eyes would meet a stranger, a man with yellow piercing eyes, nothing that he had ever seen before in his life. The man was standing above an open carcus of flesh from what appeared to be a ravid animal. Blood covered his fingers and thick fur coat, he remembered stories as a child of the devils that lived in the wilderness of Russia, and as he layed there, he wondered if he would be this strange mans next meal.
The man asked him a serious question, one he would not think twice about, knowing already how troublesome his life had been up to now. The question was, if he had wanted to live or to die this day, he would have to be willing to make a deal, one that would take away his mortal life and replace it with a kindred spirit of Cain. He was told of the consequences of this new life, if he so chose it. How he would see his loved ones age and die before him, how he could never grow old, to be cursed to walk the earth never seeing the light of day again or feeling its soothing warm embrace. It was rather simple, accept this ultimadem, or die from the mortal wounds he had recieved. Simply, there was no other choice for Alexander but to accept this new fate and what responsiblities that ensued. He was told that the embrace would be painful, and he would feel his old life die within his body before the renewed life took its rightful place. The first thing the man did was partake from Alexanders blood, draining him to the point of near unconciousness, in return, he would use a vertical edged blade to slit his arm, telling him to drink from his blood. Taking the mans wrist into his mouth he suckled gently upon the wound, then it happened, the feeling inside, churning within his very core like an animal, this new craving soon took over and his unsatible lust for more of this mans vitae began to course through his veins, he continued to drink to the point the man had to force him from his forearm, pushing him aside with his great strength. Collapsing to the ground, he felt this intensified pain, his heart began to hammer within his chest, as sweat prespired from his forehead, this uncontrollable pain caused him to thrash around the cave, knocking over various bowls and chairs, till he collapsed upon the doorstep of the entrance, seeing his very own life flash before his eyes, he began to slip away till his last breath echoed through his chest leaving his body now lifeless upon the ground. It would be a few hours, nothing more, then it happened, an experience so new and surreal, one he could never truly explain, his eyes would open seeing the world through what felt like a new perspective, these new cravings and sensations he never had experienced before were taking control of him. He could hear a voice within his head, like a womens voice, call out to him," My child. You are one with us now. Now go, the hunt is calling you.." He felt a sharp pain, as if something was tearing through his flesh, bones breaking and reforming, hair growing over his now naked body as he curled in a bowl yelling out with all the pain, anger, and mixed emotions coarsing through out his body. Moments later he felt different, as if he was lighter now, much faster. Barreling out of the cave he made his way down the cold artic slopes, before the figure of a larger, black haired beast stood before him, the form of a large wolf, it whispered to him in the back of his mind." You are mine , I am your master, keeper of your knowledge. From this day forward, you will hunt with me and learn our ways my child." The voice sounded familiar, and it was, the man who had saved his life, but how??! He would follow him into the wilderness, letting the beast take over, and listening to his new friend and mentor who would teach him the new ways and the new life he was about to take on from this day forward.
Years had passed, he had learned the ways of the Gangrel, the hunters amongst the vampire ranks. His master had tought him much knowledge, about the old ways, the other clans, and the enemies of their own ,as much as he could teach him in the short 12 years he had spent dwelling within the same caves and wintered landscapes that he now called home. The year was 1838, The first Russian railway was inaugurated and the industrialization was in full bloom now, propserity was upon them yet Russia still seemed to be caught up in the thick of power and control over more lands, claiming Poland as their own and waging wars with the Ottoman. Alexander tired of the enternal strife, wanting to seek out a new land that was not yet covered in hate. His master knew him better then he knew himself, giving him some of his wealth he had gathered over the centuries he had been on this earth. Telling him that the United Kingdoms was the answer for prosperity, that there was much wilderness there not covered in the harsh winters here. A piece of land he still had ownership over, that he would pass on to his new child. Giving him the address to an old Church and acres of wilderness that surrounded it, the lying outskirts bordering Brimingham, UK. Taking the ten oclock train, he boarded the next station out from Moscow, keeping an address he could keep in touch with his sire. His sire left him with a letter before he left, telling him not to read it till he got on the train. Once he was out of the station and safely traveling to his destination he would open the letter. In it was a key, and a address, a place he could get in touch with some of his sires old contacts in London. It would take weeks and the train would eventually arrive to a dock, taking a ferry across the English Channel, he would eventually be met up with by a ghoul, one of his masters contacts. The man would take him to his new found home in Brimingham, setting him up with his own bank account, and fortunes left by his sire, telling him his sire would trust him with it till he eventually returned home to see his progress.
The years soon passed, decades seemed like passing years to him now, growing custom to the hunt of the new land, the sheep and cattle he would feed upon, he would continue to write to his sire, till one year, the letters began to stop coming back. Not knowing of his whereabouts, and what had happen to him, he continued to press on, living his new life and meeting with locale kindred, that is when he got in connections with the new Prince of Brimingham, the meeting was foreword, asking for his assistance in keeping the haven safe from their enemies, he reluctantly agreed, not fully trusting the Prince yet he knew he could establish himself within the circle of trust among the local sects and it was profitable for now if he kept his foothold at a safe distance, keeping neutrality with all the groups of the area, he was appointed the Scourge of Brimingham, a title he knew full well was just a mere lap dog to the prince, and yet he played his chips just right, keeping his friends close, and his enemies closer...
Player: Night Fox
Chronicle : Birmingham by Night
Nature : Rogue
Demeanor : Masochist
Clan: Gangrel
Sire (His whereabouts is unknown, presumably dead. More info in bio to come.)
Generation : 10th
Haven : He owns an old abandoned Church outside of the industrial district. (Domain in Background)
Concept : Loner/Rebel/ Social Pariah
Attributes
Physical
Strength : 4
Dexterity: 3
Stamina : 4
Social
Charisma: 2
Manipulation : 1
Appearance: 3
Mental
Perception : 3
Intelligence : 2
Wits :3
Abilities:
Talents
Acting : 0
Alertness : 2
Athletics : 2
Brawl : 2
Dodge: 3
Empathy 2
Expression : 0
Intimidation:2
Leadership: 0
Streetwise: 0
subterfuge: 0
Skills
Animal Ken:2
Crafts: 0
Drive : 0
Firearms : 0
Larceny : 0
Melee: 1
Music: 0
Performance: 0
Stealth:2
Survival: 3
Knowledge
Academics: 0
Computer: 0
Finance: 0
Investigation:2
Law: 0
Linguistics: 2
Medicine : 0
Occult: 0
Politics: 0
Science : 0
Technology: 0
Disciplines:
Animalism 1
Fortitude 3
Protean 4
Celerity 1
Animalism Level 1
Feral Whispers- This power is the basis from which all other Animalism abilities grow. The vampire creates an empathic connection with a beast, thereby allowing him to communicate or issue simple commands. The Kindred locks eyes with the animal, transmitting his desires through sheer force of will. Although it isn't necessary to actually "speak" in chirps, hisses, or barks, some vampires find that doing so helps strengthen the connection with the animal. Eye contact must be maintained the entire time; if it's broken, the Kindred must re-establish contact to continue communication. The simpler the creature, the more difficult it becomes to connect with the animal's Beast. Mammals, predatory birds, and larger reptiles are relatively easy to communicate with. Insects, invertebrates, and most fish are just too simple to connect with. Feral Whispers provides no guarantees that an animal will want to deal with the vampire, nor does it ensure that the animal will pursue any requests the vampire makes of it. Still, it does at least make the creature better disposed toward the Kindred. The manner in which the vampire presents his desires to the animal often depends on the type of creature. A Kindred can often bully smaller beasts into heeding commands, but he's better off couching orders for large predators as requests. If the vampire successfully uses the power, the animal performs the command to the best of its ability and intellect. Only the very brightest creatures understand truly complex directives (orders dealing with conditional situations or requiring abstract logic). Commands that the animal does understand remain deeply implanted, however, and guide its behavior for some time.
System: No roll is necessary to talk with an animal, but the character must establish eye contact first. Issuing commands requires a Manipulation + Animal Ken roll. The difficulty depends on the creature: Predatory mammals (wolves, cats, vampire bats) are difficulty 6, other mammals and predatory birds (rats, owls) are difficulty 7, and other birds and reptiles (pigeons, snakes) are difficulty 8. This difficulty is reduced by one if the character speaks to the animal in its "native tongue," and can be adjusted further by circumstances and roleplaying skill (we highly recommend that all communication between characters and animals be roleplayed). The number of successes the player achieves dictates how strongly the character's command affects the animal. One success is sufficient to have a cat follow an individual and lead the character to the same location, three successes are enough to have a raven spy on a target for weeks, and five successes ensure that a grizzly ferociously guards the entrance to the character's wilderness haven for some months. The character's Nature plays a large part in how he approaches these conversations. The character might try intimidating, teasing, cajoling, or rationalizing. The player should understand that he does not simply play his character in these situations, but the Beast Within as well. Using this power cannot force an animal to do something against its nature, or to force a creature to risk its life. While the aforementioned grizzly would stand guard to the vampire's haven and even fight for it, it would not do so against obviously superior numbers or something overwhelmingly supernatural. A predatory bird might be convinced to harry a target, but would definitely not hold ground. A docile dog or skittish cat would have no problem with reporting something it had seen, but it wouldn't enter combat unless given no other option -- though it would likely agree to stand and fight and then flee at the first opportunity, if a harsh Kindred demanded it.
Fortitude Level 3
Although all vampires have an unnatural constitution that make them much sturdier than mortals, Fortitude bestows a resilience that would make an action movie hero envious. Vampires with this Discipline can shrug off agonizing trauma and make the most bone-shattering impact look like a flesh wound. The power even offers protection against the traditional banes of vampires, such as sunlight and fire, and the Gangrel, Ravnos, and Ventrue all find that edge incredibly useful.
System: A character's rating in Fortitude adds to his Stamina for the purposes of soaking normal damage (bashing and lethal). A character with this Discipline may also use his dots in Fortitude to soak aggravated damage, though Kindred cannot normally soak things like vampire bites, werewolf claws, magical effects, fire, sunlight, or massive physical trauma.
Elder vampires progress in Fortitude in the same way as Celerity. They can increase their basic mastery of the Discipline or to take an alternate power such as one of those detailed below.
Protean Level 4
[ 1 ] Eyes Of The Beast
The vampire sees perfectly well in pitch darkness, not requiring a light source to notice details in even the darkest basement or cave. The vampire's Beast is evident in his red glowing eyes, a sight sure to disturb most mortals.
System: The character must declare his desire to call forth the Eyes. No roll is necessary, but the change requires a full turn to complete. While manifesting the Eyes, the character suffers a +1 difficulty to all Social rolls with mortals unless he takes steps to shield his eyes (sunglasses are the simplest solution). (A vampire without this power who is immersed in total darkness suffers blind-fighting penalties).
[ 2 ] Feral Claws
The vampire's nails transform into long, bestial claws. These talons are wickedly sharp, able to rend flesh with ease and even carve stone and metal with little trouble. The Beast is prominent in the claws as well, making them fearsome weapons against other immortals. It's rumored that some Gangrel have modified this power to change their vampiric fangs into vicious tusks.
System: The claws grow automatically in response to the character's desire, and can grow from both hands and feet. The transformation requires the expenditure of a blood point, takes a single turn to complete, and lasts for a scene. The character attacks normally in combat, but the claws inflict Strength + 1 aggravated damage. Other supernaturals cannot normally soak this damage, although a power such as Fortitude may be used. Additionally, the difficulties of all climbing rolls are reduced by two.
[ 3 ] Earth Meld
One of the most prized powers within Protean, Earth Meld enables the vampire to become one with the earth. The immortal literally sinks into the bare ground, transmuting his substance to bond with the earth. Though a vampire can immerse himself fully into the ground, he cannot move around within it. Further, it is impossible to meld into earth through another substance. Wood slats, blacktop, even artificial turf blocks Earth Meld's effectiveness -- then again, it's a relatively simple matter for a vampire at this level of power to grow claws and rip apart enough of the flooring to expose the raw soil beneath. By interring himself in the ground, the vampire gains full protection from daylight when outdoors. It is also the method of choice for those Kindred who wish to sleep away the centuries; these vampires lock themselves in the earth's embrace, gaining strength and power as they rest. Superstitious and paranoid Kindred whisper that thousands of Ancients sleep within the ground and will awaken when Gehenna arrives. While so interred, the vampire is in a transitional state between flesh and earth. His physical presence exists between the physical world and the astral plane. As such, the vampire is difficult to sense, even through supernatural means. However, a disruption to the soil that the immortal occupies, or to his presence on the astral realm, returns him immediately to the physical world (and to full wakefulness), showering dirt outward as his body displaces the soil.
System: No roll is necessary, although the character must spend a blood point. Sinking into the earth is automatic and takes a turn to complete. The character falls into a state one step above torpor during this time, sensing his surroundings only distantly. The player must make a Humanity or Path roll (difficulty 6) for the character to rouse himself in response to danger prior to his desired time of emergence. Since the character is in an in-between state, any attempts to locate him (catching his scent, scanning for his aura, traveling astrally, and so on) are made at +2 difficulty. Astral individuals cannot affect the vampire directly, instead meeting with a kind of spongy resistance as their hands pass through him. Similarly, digging in the material world encounters incredibly hard-packed earth, virtually as dense as stone. Attempts at violence upon the submerged vampire from either side return him to his physical nature, expelling the soil with which he bonded in a blinding spray (all Perception-based rolls are at +2 difficulty for the turn). The character himself subtracts two from his initiative for the first turn after his restoration, due to momentary disorientation. Once expelled from the earth, the vampire may act normally.
[ 4 ] Shape Of The Beast
This endows the vampire with the legendary ability to transform into a wolf or bat. A Kindred changed in this way is a particularly imposing representative of the animal kingdom. Indeed, he is far superior to normal animals, even ones possessed by Subsume the Spirit. He retains his own psyche and temperament, but can still call upon the abilities of the beast form -- increased senses for the wolf and flight for the bat. Gangrel are reputed to change to other animal forms better suited to their environment -- jackals in Africa, dholes in Asia, and even enormous rats in urban environments -- a feat that other Clans learning Protean cannot seem to duplicate.
System: The character spends one blood point to assume the desired shape. The transformation requires three turns to complete (spending additional blood points reduces the time of transformation by one turn per point spent, to a minimum of one). The vampire remains in his beast form until the next dawn, unless he wishes to change back sooner. While in the animal's shape, the vampire can use any Discipline he possesses except Necromancy, Serpentis, Thaumaturgy, or Vicissitude (as well as any others the Storyteller deems unavailable). Furthermore, each form gives the character the abilities of that creature. In wolf form, the vampire's teeth and claws inflict Strength + 1 aggravated damage, he can run at double speed, and the difficulties of all Perception rolls are reduced by two. In bat form, the vampire's Strength is reduced to 1, but he can fly at speeds of up to 20 miles per hour, difficulties for all hearing-based Perception rolls are reduced by three, and attacks made against him are at +2 difficulty due to his small size. The Storyteller may allow Gangrel to assume a different animal shape, but should establish the natural abilities it grants the character.
Celerity Level 1
Not all vampires are slow, meticulous creatures. When needed, some vampires can move fast -- really fast. Celerity allows Assamites, Brujah, and Toreadors to move with astonishing swiftness, becoming practically a blur. The Assamites use their speed in conjunction with stealth to strike quickly and viciously from the shadows before they are noticed. Brujah, on the other hand, simply like the edge that the power gives them against overwhelming odds. The Toreador are more inclined to use Celerity to provide an air of unnatural grace to live performances or for an extra push to complete a masterpiece on time, but they can be as quick to draw blood as any assassin or punk when angered.
System: Each point of Celerity adds one die to every Dexterity-related dice roll. In addition, the player can spend one blood point to take an extra action up to the number of dots he has in Celerity at the beginning of the relevant turn; this expenditure can go beyond her normal Generation maximum. Any dots used for extra actions, however, are no longer available for Dexterity-related rolls during that turn. These additional actions must be physical (e.g., the vampire cannot use a mental Discipline like Dominate multiple times in one turn), and extra actions occur at the end of the turn (the vampire's regular action still takes place per her initiative roll).
Normally, a character without Celerity must divide their dice if she wants to take multiple actions in a single turn. A character using Celerity performs his extra actions (including full movement) without penalty, gaining a full dice pool for each separate action. Extra actions gained through Celerity may not in turn be split into multiple actions, however.
Usually, elders progress in Celerity according to the existing progression – more dots mean more dice andpotential actions a turn that are available, and levels 6 through 9 have those powers available at each level, as normal. Similar to other Disciplines at level 6 or higher, though, alternative powers exist. If the elder wants to purchase an alternative power instead of the typical progression, she can, but she forfeits the capacity an extra Dexterity die and potential for an extra action to gain the special power instead. She can go back later and purchase the "normal" dot of Celerity later, as desired.
Note that it isn't possible to "skip" levels of progression for the normal Discipline – an elder with Celerity 7 that buys Projective at level 6 needs to go back and buy the normal level 6 power before getting the access to his level 7 power that grants the capacity for up to seven Dexterity dice or actions in a turn.
Backgrounds
Generations 3
Age 2
Title: 2 (scourge)
Contacts 3
Domain 2
Resources 3
Status 2 (Ancillae)
Virtues
Conscience : 2
Self- control : 2
Courage : 3
Path of the Feral Heart : = 2
Willpower = 8 (knocked off for points spent from freebies in abilites: Stealth, Empathy, Athletics, Investigation)
Blood pool: 13
Merits:
Iron Will-(3) When you are determined and your mind is set, nothing can thwart you from your goals. Characters using Dementation, Dominate, or any other mind-altering magic, spell, or Thaumaturgy path against your character are at +3 difficulty. Elder levels of powers like Dementation and Dominate may overwhelm even this resistance. Against Level Six powers, the expenditure of a Willpower point through Iron Will only raises the difficulty of the Discipline roll by two. Against Level Seven powers, the difficulty is increased by only one. Level Eight and higher powers cannot be resisted with Iron Will. This Merit does not affect Presence or other powers dealing with the emotions. Characters will Willpower scores below 8 cannot take this Merit.
Acute Sense-(1) Smell. One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. This Merit can be combined with the Discipline of Auspex to produce superhuman sensory acuity.
Language (1)-English (Originally speaks Russian)You know a language in addition to your native one. You can take this Merit multiple times, each reflecting a different language.
Flaws :
Impatient -(1)You have no patience for standing around and waiting. You want to do things now -- fuck those slowpokes trying to hold you back. Every time you are forced to wait around instead of acting, a Self-Control roll is required to see if you go tearing off on your own instead.
Unconvinced(1)You fail to see the need for the core ideologies of your Sect or Clan, and have gone on record as saying so. Taking your stand has made you suspect in the eyes of your superiors, and may have attracted the attention of your enemies as well.
(Freebie points left out of a potential 70 ( 55 for Elder status and 15 for starter=0)
Paths
Path of the feral Heart-
Virtues: Conscience (Harmony) or Conviction (Feral Heart) and Instinct (Both)
Basic Beliefs
Vampires are the ultimate hunters -- immortal and invulnerable. The Beast Within is merely the expression of the predator's instinct. To deny one's atavistic impulses is to go against the dictates of nature, or so this Path's followers believe. A vampire can only survive by adhering to her inner character and accepting the monstrous drives that accompany the unliving state. Though the Beasts do not revel in their predations, neither do they avoid them. By learning to accept the role of hunter, thereby acknowledging the proper role of the unliving, a vampire becomes like an animal: feral, predatory, but ultimately in her proper place.
A follower of this Path feels that the Beast is a natural part of being a vampire and that its needs must be satiated. Still, the vampire is intelligent, and a cunning hunter is a more effective one. Therefore, it is important to strike a balance between Beast and Man -- the feral cunning and vicious instincts of the vampire are excellent survival tools, tempered by the reasoning and insight of the mind. By satiating the Beast's urges from time to time, the vampire ironically gains a greater degree of personal control.
Vampires on the Path of the Feral Heart (sometimes called the Path of the Beast) have little use for the trappings of civilization or education. Modern transportation and weaponry is unnecessary, for the unliving form provides the necessary tools to stalk and kill. Subterfuge and politics are trivial concerns; politicking does not bring blood to one's throat. Vampires are made to hunt and kill, and the followers of this Path excel at both.
In past nights, the Path of the Feral Heart was known as the Path of Harmony, espousing a strong connection to nature and to the predatory characteristics of individual vampires. Although a Harmonist feels no remorse for doing what he must do by nature (hunting, feeding, and killing) he tempers these actions with an understanding of his place in the natural world. As a result, Harmonists espouse the virtues of Conscience, rather than Conviction.
Ethics Of The Path
Survival is your first concern.
Politics or technology simply get in the way of the hunt.
Learn to strike a balance with your Beast. Engage in the brutal actions necessary to survive, but retain your intelligence and cunning.
The "natural world" is an illusion. All things must live according to their forms, and even civilization is natural because it is the form of humanity.
Although fire can kill you, you must master your fear so that you can kill those who would use it against you.
Whether running alone or with a pack, your loyalties must be absolute. You have no time for shifting allegiances.
Biography
History generally tells a tale,woving the thread and fabric of society and how an individual is raised and brought up to believe what is moral and just in their eyes.None other then the Father of Child psychology, Sigmund Freud, stoutly believed in these ideals. Culture shock exists, the idea that the enviroment can heavily weigh upon the outcome of our youth and their beliefs can be proven time and time again. This story, for this such individual, begans long before he was ever born. Russias independence, the economy that was stuck in eternal strife over conflicts with bordering nations, the change of power and leadership with no real goal of any positive future for Russia, left its nations people wondering if there ever would be an end to their conflict. Dreams and hope, that was all the people were left to cling to in a nation whithered by the cold harsh climates and lack of better shelter and food. You had to fend for yourself to survive, many citizens of Russia resorted to thiefdom to avoid starvation, taking what they could from locale venders and stores, petty crime rate was high, the lack of decent law enforment lead Alexander I to establish a tyrannical form of government where the cities were patrolled by soldiers and no one felt safe at all from the outstretches of the government. Alexander Rominoff, was born to a poor family that lived in the southern outskirts of Moscows slums on September 23rd, in the year of our Lord , 1801.
His family continued to struggle making ends meet, this was of course, during the time of the great industrialization era, where many factories were expanding around countries world wide, in hope for a labor cost that would boom the economy of many nations. His father worked at a local steel mill, which at the time were helping in building weapons and various other supplies for Russias great military power. In the year 1812, not long had his family began to get a name for themselves before the news of Napoleans vast army reached the borders of Moscow, the home to many struggling natives. Fire lit up the sky as Alexander the First ordered his men to burn down the homes and business of outlying neighborhoods, one of which included the Rominoff home. This night, still a vivid reminder to Alexander, that not even your own form of government can be trusted, a first of many nights that would turn this old soul into a weary individual who held little trust for any form of higharchy. The soldiers burst into their homes, rendering through the rooms, gathering all the furniture they could use for fuel, as they prepared to burn their home to the ground. All he could remember from this eventful day were the screams and cries of his people, his own father carted out into the streets, brushed aside by the panic of other citizens, having lost hold of his mothers hand, he was nearly trampled to death, as he was pushed out into the city square. The sounds of gunfire illuminated the streets, blood curtling screams coming to a hault as the rampid fire continued to insue. He remembered seeing his mother and father struck to the ground by their own soldiers, and shot, to buy them time to flee for their own lives, as they continued to assault Napoleans army. He managed to scurry into one of the many alleways, seeking shelter beneath the entrance to a vast storm drain and remained there the rest of the night. The following morning he would be awoken to the smell of burned flesh and decay, the life around the outlying parts of Moscow, now, lifeless. A child bearly older then the age of 11, nearly on his 12 birthday, he was left to fend for himself as the structure of Moscow was restored, living of the streets being a petty handler, doing errands for others, just so he could manage to get buy.
In his late teens to early twenties, Russia declared a country wide draft. At the time he was living in a half way house, finally knowing what it was like to be alive once more, now,thrust into combat to serve the Russian Army as they entered their second war against Persia in their fight for control of Georgia and its outlying regions. He had developed into a bitter man, his trust and allegion only to a few. The war dragged on for months, spanning across the frozen tundra , winter was again upon them as cases of frost bite and pnuemonia started to ravage the 68th infantry unit he was a part of. They managed to take control of a hillside, gaining what appeared to be at the time higher ground and the advantage against the Persians. What little did they know, they were being flanked from the east, behind them, placing them in a tactical disadvantage as they were now pinchered between two units of Persian soldiers. It would turn out to be one of the bloodiest battles during the war, one of which many had lost their very lives, Alexander was struck from behind by a .308 round to his side, collapsing down the steep hillside, he lost control of himself as he plummetted to the bottom far below. Hours later he would find himself disoriented, gathering his rifle, he would climb to his feet, lost and no where to go he would press on. Hours seem to pass as the storm began to thicken, hypothermia taking its toll on his body, along with the fatal gunshot wound, the last thing he could remember is what appeared to be a vision of another man or figure approaching him from a nearby cave, just before he collapsed to the ground again. Hours later he awoke inside the cave, welcomed by the warm flickering heat that embraced his pale skin. His eyes would meet a stranger, a man with yellow piercing eyes, nothing that he had ever seen before in his life. The man was standing above an open carcus of flesh from what appeared to be a ravid animal. Blood covered his fingers and thick fur coat, he remembered stories as a child of the devils that lived in the wilderness of Russia, and as he layed there, he wondered if he would be this strange mans next meal.
The man asked him a serious question, one he would not think twice about, knowing already how troublesome his life had been up to now. The question was, if he had wanted to live or to die this day, he would have to be willing to make a deal, one that would take away his mortal life and replace it with a kindred spirit of Cain. He was told of the consequences of this new life, if he so chose it. How he would see his loved ones age and die before him, how he could never grow old, to be cursed to walk the earth never seeing the light of day again or feeling its soothing warm embrace. It was rather simple, accept this ultimadem, or die from the mortal wounds he had recieved. Simply, there was no other choice for Alexander but to accept this new fate and what responsiblities that ensued. He was told that the embrace would be painful, and he would feel his old life die within his body before the renewed life took its rightful place. The first thing the man did was partake from Alexanders blood, draining him to the point of near unconciousness, in return, he would use a vertical edged blade to slit his arm, telling him to drink from his blood. Taking the mans wrist into his mouth he suckled gently upon the wound, then it happened, the feeling inside, churning within his very core like an animal, this new craving soon took over and his unsatible lust for more of this mans vitae began to course through his veins, he continued to drink to the point the man had to force him from his forearm, pushing him aside with his great strength. Collapsing to the ground, he felt this intensified pain, his heart began to hammer within his chest, as sweat prespired from his forehead, this uncontrollable pain caused him to thrash around the cave, knocking over various bowls and chairs, till he collapsed upon the doorstep of the entrance, seeing his very own life flash before his eyes, he began to slip away till his last breath echoed through his chest leaving his body now lifeless upon the ground. It would be a few hours, nothing more, then it happened, an experience so new and surreal, one he could never truly explain, his eyes would open seeing the world through what felt like a new perspective, these new cravings and sensations he never had experienced before were taking control of him. He could hear a voice within his head, like a womens voice, call out to him," My child. You are one with us now. Now go, the hunt is calling you.." He felt a sharp pain, as if something was tearing through his flesh, bones breaking and reforming, hair growing over his now naked body as he curled in a bowl yelling out with all the pain, anger, and mixed emotions coarsing through out his body. Moments later he felt different, as if he was lighter now, much faster. Barreling out of the cave he made his way down the cold artic slopes, before the figure of a larger, black haired beast stood before him, the form of a large wolf, it whispered to him in the back of his mind." You are mine , I am your master, keeper of your knowledge. From this day forward, you will hunt with me and learn our ways my child." The voice sounded familiar, and it was, the man who had saved his life, but how??! He would follow him into the wilderness, letting the beast take over, and listening to his new friend and mentor who would teach him the new ways and the new life he was about to take on from this day forward.
Years had passed, he had learned the ways of the Gangrel, the hunters amongst the vampire ranks. His master had tought him much knowledge, about the old ways, the other clans, and the enemies of their own ,as much as he could teach him in the short 12 years he had spent dwelling within the same caves and wintered landscapes that he now called home. The year was 1838, The first Russian railway was inaugurated and the industrialization was in full bloom now, propserity was upon them yet Russia still seemed to be caught up in the thick of power and control over more lands, claiming Poland as their own and waging wars with the Ottoman. Alexander tired of the enternal strife, wanting to seek out a new land that was not yet covered in hate. His master knew him better then he knew himself, giving him some of his wealth he had gathered over the centuries he had been on this earth. Telling him that the United Kingdoms was the answer for prosperity, that there was much wilderness there not covered in the harsh winters here. A piece of land he still had ownership over, that he would pass on to his new child. Giving him the address to an old Church and acres of wilderness that surrounded it, the lying outskirts bordering Brimingham, UK. Taking the ten oclock train, he boarded the next station out from Moscow, keeping an address he could keep in touch with his sire. His sire left him with a letter before he left, telling him not to read it till he got on the train. Once he was out of the station and safely traveling to his destination he would open the letter. In it was a key, and a address, a place he could get in touch with some of his sires old contacts in London. It would take weeks and the train would eventually arrive to a dock, taking a ferry across the English Channel, he would eventually be met up with by a ghoul, one of his masters contacts. The man would take him to his new found home in Brimingham, setting him up with his own bank account, and fortunes left by his sire, telling him his sire would trust him with it till he eventually returned home to see his progress.
The years soon passed, decades seemed like passing years to him now, growing custom to the hunt of the new land, the sheep and cattle he would feed upon, he would continue to write to his sire, till one year, the letters began to stop coming back. Not knowing of his whereabouts, and what had happen to him, he continued to press on, living his new life and meeting with locale kindred, that is when he got in connections with the new Prince of Brimingham, the meeting was foreword, asking for his assistance in keeping the haven safe from their enemies, he reluctantly agreed, not fully trusting the Prince yet he knew he could establish himself within the circle of trust among the local sects and it was profitable for now if he kept his foothold at a safe distance, keeping neutrality with all the groups of the area, he was appointed the Scourge of Brimingham, a title he knew full well was just a mere lap dog to the prince, and yet he played his chips just right, keeping his friends close, and his enemies closer...